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Stellaris Dev Diary #354 - Stellaris 3.13.1 'Vela' Preliminary Release Notes

Hi everyone!

Today’s dev diary is going to be a relatively short one. The 3.13.1 ‘Vela’ patch is planned for next Tuesday, September 24th, and we have a set of preliminary release notes for you to look over.

The biggest change is probably the removal of Nexus storms from the early game pool.

The Vela cycle will be a very short one, since the 3.14 ‘Circinus’ update and Grand Archive is already bearing down on us.

Preliminary Release Notes​

On to the release notes!
Balance
  • Added free pop to first blocker for planetscapers
  • Decreased Storm Creation costs and buffed Astrometeorology job
  • Stormriders and Subterranean get less devastation from storms
  • Scientist governors now also reduce devastation from storms
  • The Nexus Storm of 2211 will no longer happen. (Nexus Storms have been removed from the Early Game storm pool.)

Bugfix
  • A Fallen Empire cannot ask for a scientist that is exploring an Astral Rift
  • Added traits to hired marauder leaders
  • Added victory score to the two new precursor relics
  • All starting council positions are also filled without Galactic Paragons
  • Fixed a spelling error in the event Stormbound Sighted
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • Fixed machine name lists using ruler names for all non-envoy leaders.
  • Fixed randomly generated rulers not using regnal names when they should.
  • Fixed the concept tooltip for Storm Riders in the Storm Chasers origin tooltip
  • Fixed the handling of scientist heirs in the Stormfall event Cosmic Shapes
  • Fixes to Unique planets from Cosmic Storms:
    • Unique planets from Cosmic Storms can no longer spawn in the starting cluster of an empire
    • Reduced the size of the unique planets from Cosmic Storms
  • Fixing Rick the Cube tooltip in the additional content being misleading
  • Payload Padding technology now properly apply its effects
  • Removed Double Jobs for Gestalts on Ecumenopolis
  • Solar storm orbital resource modifiers now applying correctly
  • The Crimson Crawlers: Cooked Consumption planet modifier now has a yellow border
  • The Storm Touched trait is made available for individual machines
  • The Strip Mine Planet decision is only allowed once per planet
  • adAkkaria chain actually ends now when its over
  • Added a job weight to Storm Dancers so that pops actually want to work the job
  • Allow proper switching between corporate and non corporate planetscapers civic
  • Fixed descriptions for the special projects Stabilize the Collision and Harmonize the Collision
  • Fixed the secrets of the new precursors
  • Fixing resetlement cost modifiers not being capped by minimum economic modifier mult define
  • Made militarist empires with imperialist factions less likely to become vassals
  • Made the Irradiated Wasteland planet modifier produce +10% physics research
  • Planetscapers on Ocean Paradise will now get their blockers as promised
  • Removed the mention of sector automation from the planet designation tooltip
  • Saturated Filters can now be removed by the one who conquered the planet
  • Tempest Invocator storm placement will now be canceled if you lose the selected Scientist.
  • The Tempest Invocator's range is now centered on the selected Scientist's location.
  • Voidforged may not access Geo-Engineering Inc anymore
  • Fix to Initiate Storm replacing Sustain Storm if you have the Galactic Weather Control Ascension Perk
  • Several Tempest Invocator fixes

Stability
  • Changed cosmic storm spawn cooldown scale to prevent CTD
  • Fixed CTD in fleet manager when reinforcing fleets with ships without fleet size
  • Fixed CTD when in-game music player has no permission to write to playlist file

Modding
  • Added regnal_second_names_female and regnal_second_names_male to namelists.
  • Added use_regnal_name to effects that create leaders.
  • Fixed randomly generated empires in static galaxies having missing data if the player empire is randomly generated.
  • Removed ruler_names from namelists and added regnal_full_names. When generating regnal names, non-regnal full names will no longer be used if a regnal name is available, but if no regnal name is available, normal names will be used.

Next Week​

Next week’s dev diary will be at 18:00 instead of 13:00, and will have more new stuff than this one. :D

See you then!

 
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Not that I want to be the guy who says "What about my pet bug," but there is no mention of a fix for changes in empire customization not being saved. This seems like quite a severe bug. Has that been fixed internally?


Also, glad to see you are feeling better.
 
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Hi everyone!

Today’s dev diary is going to be a relatively short one. The 3.13.1 ‘Vela’ patch is planned for next Tuesday, September 24th, and we have a set of preliminary release notes for you to look over.

The biggest change is probably the removal of Nexus storms from the early game pool.

The Vela cycle will be a very short one, since the 3.14 ‘Circinus’ update and Grand Archive is already bearing down on us.

Preliminary Release Notes​

On to the release notes!
Balance
  • Added free pop to first blocker for planetscapers
  • Decreased Storm Creation costs and buffed Astrometeorology job
  • Stormriders and Subterranean get less devastation from storms
  • Scientist governors now also reduce devastation from storms
  • The Nexus Storm of 2211 will no longer happen. (Nexus Storms have been removed from the Early Game storm pool.)

Bugfix
  • A Fallen Empire cannot ask for a scientist that is exploring an Astral Rift
  • Added traits to hired marauder leaders
  • Added victory score to the two new precursor relics
  • All starting council positions are also filled without Galactic Paragons
  • Fixed a spelling error in the event Stormbound Sighted
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • Fixed machine name lists using ruler names for all non-envoy leaders.
  • Fixed randomly generated rulers not using regnal names when they should.
  • Fixed the concept tooltip for Storm Riders in the Storm Chasers origin tooltip
  • Fixed the handling of scientist heirs in the Stormfall event Cosmic Shapes
  • Fixes to Unique planets from Cosmic Storms:
    • Unique planets from Cosmic Storms can no longer spawn in the starting cluster of an empire
    • Reduced the size of the unique planets from Cosmic Storms
  • Fixing Rick the Cube tooltip in the additional content being misleading
  • Payload Padding technology now properly apply its effects
  • Removed Double Jobs for Gestalts on Ecumenopolis
  • Solar storm orbital resource modifiers now applying correctly
  • The Crimson Crawlers: Cooked Consumption planet modifier now has a yellow border
  • The Storm Touched trait is made available for individual machines
  • The Strip Mine Planet decision is only allowed once per planet
  • adAkkaria chain actually ends now when its over
  • Added a job weight to Storm Dancers so that pops actually want to work the job
  • Allow proper switching between corporate and non corporate planetscapers civic
  • Fixed descriptions for the special projects Stabilize the Collision and Harmonize the Collision
  • Fixed the secrets of the new precursors
  • Fixing resetlement cost modifiers not being capped by minimum economic modifier mult define
  • Made militarist empires with imperialist factions less likely to become vassals
  • Made the Irradiated Wasteland planet modifier produce +10% physics research
  • Planetscapers on Ocean Paradise will now get their blockers as promised
  • Removed the mention of sector automation from the planet designation tooltip
  • Saturated Filters can now be removed by the one who conquered the planet
  • Tempest Invocator storm placement will now be canceled if you lose the selected Scientist.
  • The Tempest Invocator's range is now centered on the selected Scientist's location.
  • Voidforged may not access Geo-Engineering Inc anymore

Stability
  • Changed cosmic storm spawn cooldown scale to prevent CTD
  • Fixed CTD in fleet manager when reinforcing fleets with ships without fleet size
  • Fixed CTD when in-game music player has no permission to write to playlist file

Modding
  • Added regnal_second_names_female and regnal_second_names_male to namelists.
  • Added use_regnal_name to effects that create leaders.
  • Fixed randomly generated empires in static galaxies having missing data if the player empire is randomly generated.
  • Removed ruler_names from namelists and added regnal_full_names. When generating regnal names, non-regnal full names will no longer be used if a regnal name is available, but if no regnal name is available, normal names will be used.

Next Week​

Next week’s dev diary will be at 18:00 instead of 13:00, and will have more new stuff than this one. :D

See you then!

why aren't the bugs on the Cetana crisis fixed?
 
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why aren't the bugs on the Cetana crisis fixed?

The usual answer (for any game) on why your bug was not fixed would be that other bugs had priority or that fixing would not be done before the patch releases.
 
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Are there any plans to rework pathfinding for fleets or how storms become a non-issue for fleets late game? It's currently a bit of a pain whenever a fleet decides to travel halfway around the galaxy to avoid a storm that they'd recover from in no time if they just flew through.
 
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I don't see anything about balancing the path finding for ship to avoid storms. Can you add something like passive/agressive action in fleet to make them avoid/don't care about storm please?
 
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why aren't the bugs on the Cetana crisis fixed?
This, holy worm. I had my first encounter with Cetana a few weeks ago and the entire crisis was just one giant broken mess. Basically nothing worked as it should:

  • When Cetana spawned her outposts, most of them became "unknown aliens" and triggered a broken first contact loop that spammed endless "we have discovered Alpha Aliens" messages and could not be progressed
  • After the outposts, none of the other events that are apparently supposed to happen occurred, even after waiting for like 50 years
  • When attacking the outposts and doing the special project in them, nothing happened except in ONE of the outposts where I got a text event
  • Due to the above two points, it was impossible to progress the Cetana situation, and I had to just wait until Cetana's own progress bar reached the automatic war point
  • Cetana's progress bar spoiled her ultimate objective long before I was supposed to know about it
  • My dialogue options with her flip-flopped between being allowed to work with her and only being able to choose "WE WILL STOP YOU" etc, there was no flow or consistency in the story development
  • Outposts were not affected by Crisis Strength or difficulty, making them pathetically weak
  • When Cetana progressed to automatic war, she instantly returned to being neutral to me after one day, allowing me to ignore her fleets until I chose to attack

Looking at the bug forum there are plenty of reports about Cetana, but none of them have been acted on. I guess only the latest DLC gets to have any bugfixes? Disappointing.
 
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The shroud storm can transform black holes into stars. May I ask if this is just a game setting, or does Shroud Storm really have the ability to transform black holes back into stars?After all, this is truly unbelievable.
 
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Will some of the grand archive artifacts/collection items/archive workers/other interact with the content of their storms (archiving anomalous items left by the storm or something like that)
+
Do I understand correctly that the idea of "organic ships" will be implemented a little in the content of the grand archive?

I just want a nano-teaser of information
 
The shroud storm can transform black holes into stars. May I ask if this is just a game setting, or does Shroud Storm really have the ability to transform black holes back into stars?After all, this is truly unbelievable.

It’s a storm from a psychic dimension, modelled on Warhammer 40k. In-setting for Stellaris it’s perfectly believable.

But there probably should be some more limits to prevent special systems like the Great Wound changing. And perhaps not changing stars in systems with a colonised/habitable planet to avoid the question of how that world’s biosphere was seemingly unaffected.
 
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there are hundreds of reports if not more. whoever plays all the crises finds himself in a game that cannot be concluded. How can this not be a priority?
I suspect it has to do with the fact that most games don't reach the crisis. Case in point, like I said I only encountered the Cetana crisis myself a week weeks ago. The devs either just don't realize the issues because they themselves don't test the Crisis enough and don't get enough complaints (since most players don't see the Crisis), or there's the more cynical alternative, where the devs are aware but simply don't prioritize it because only a minority is affected, even though the bugs totally break the FLAGSHIP FEATURE of a major expansion.
 
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Will some of the grand archive artifacts/collection items/archive workers/other interact with the content of their storms (archiving anomalous items left by the storm or something like that)
+
Do I understand correctly that the idea of "organic ships" will be implemented a little in the content of the grand archive?

I just want a nano-teaser of information
Just read the season pass dev diary

The next DLC adds a megastructure that lets us capture, raise and modify space fauna AND they add two more lifeforms, namely space nautiloids and giant plague ridden worms who aren't native to our galaxy and cause a midgame crisis when they first appear
 
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I suspect it has to do with the fact that most games don't reach the crisis. Case in point, like I said I only encountered the Cetana crisis myself a week weeks ago. The devs either just don't realize the issues because they themselves don't test the Crisis enough and don't get enough complaints (since most players don't see the Crisis), or there's the more cynical alternative, where the devs are aware but simply don't prioritize it because only a minority is affected, even though the bugs totally break the FLAGSHIP FEATURE of a major expansion.
For example...It ALWAYS happens when you choose to be the crisis to become a fallen empire
 
For example...It ALWAYS happens when you choose to be the crisis to become a fallen empire
the cause:
In Stellaris/events/machine_age_crisis_events.txt : id = crisis.8049, the trigger
count_playable_country = {
count = all
limit = {
has_country_flag = speech_2
NOT = { has_country_flag = synth_queen_conversation_ongoing }
}
}
always return false, so this event will never be triggered at global scope.
 
no, it does not allow you to reach the event that allows you to declare war on it, this is because the outposts are also in Cetana's territory and are unreachable, furthermore the excavation and research events are not created to reach the point of being able to declare war on it. and so the event does not end and never ends.....not even after 100 years from its beginning...if Cetana is the first crisis compared to the others, hordes of gaming are thrown to the wind. I noticed that it always does this when you choose the ascension that leads to becoming a fallen empire. just choose it and cetana no longer solves the problem. obviously the problem exists before winning the game